Hin Master

This is a most secret profession, the Master of Blackflame is a potent force. To become a Master the Hin must be a Warrior-Leader.

Knowledge of Blackflame (IN) (e): The Hin has deep knowledge of the uses and aspects of Blackflame.

Magic of Blackflame (MP) (e): The Hin is able to use Blackflame.

Tend the Crucible (MP) (e): The Hin is able to maintain the store of Blackflame.

Craft (MA) (d): The Hin has become skilled in some specific craft. Other crafts can be learned by purchasing this skill again for the new craft.

Salary: 10 Royals per month.

Cost: 17 HP per term.

Blackflame

The Hin have a relic of power in each clan, called a Crucible of Blackflame. This Crucible is in the shape of a truncated pyramid of wood with a solid base and has a triangular opening on each side. The Crucible contains a substance drawn from the earth called Blackflame. Blackflame is an inky black material resembling flame that is cold. It burns ashes and leaves whole items. The blackflame must be kept going by feeding it ashes and stones every day. Normal flame may extinguish Blackflame. Any but the Hin who touch even a small amount of it will take heavy magical cold damage. A Master can use a Crucible to perform the following powers (as a lesser spirit):

  1. Cure Blindness
  2. Cure Disease
  3. Neutralize Poison
  4. Heal Wounds
  5. Identify Magical Items
  6. Turn Undead.
A Master can also use the Crucible to create a Web of Shadows. As the blackflame flickers it casts shadows. Some of these take on a reality and can be collected. After 200 years enough threads of shadow can be collected to make a Web of Shadows. Such a web is a 3 meter square and cannot be seen by any means unless in shadows or moonlight. The purpose of such a Web is to collect moonlight.

The Web must be hidden until used. When it is held under the full moon by a Master, and accompanied by ancient chants, it collects the essence of the moonlight. This essence is then magically converted into a single drop of Oil of Moonlight. This Oil is collected for seven years to make a usable dose.

A single dose of Oil of Moonlight can be used to make any object made of fabric capable of flight at 75 kilometers per hour. This must only be used under moonlight. It is the moonlight that provides this effect.

A halfling can carry blackflame with no ill effects. By carrying blackflame a halfling can turn ordinary stones into Heavy magic damage missiles. This is how blackflames can survive encounters with normal flame.

If a Master has increased their Magic of Blackflame skill at least eight times they gain the ability to absorb the blackflame into their bodies. This costs them a power detriment of -1 per hour until the blackflame is released. The hin feels cold and a bit sick. This does not adversely effect their ability to act.

The Master can expel the blackflame in one of two ways. Once this process is begun it cannot be stopped.

If normal or magical flame comes into contact with blackflame the latter is damaged. A large blackflame has a total level of 9. A substantial blackflame has a total level of 8. A smallish blackflame has a level of 6. A single tongue of blackflame has a level of 3. A Normal flame will do one level of damage. Magical flame will do a quarter of the level of effect. Blackflame damage can be cured by applying normal or magical cold, ice, or snow in a manner similar to the way that fire damaged it.

A blackflame has a range of effect that is based upon its size. A large blackflame has a range of 120 meters. A substantial blackflame has a range of 40 meters. A smallish blackflame has a range of 10 meters. A single tongue of blackflame has a range of touch.

A Master within the effective range of the blackflame has the following benefits:

  1. Immune to pain.
  2. Immune to sickness.
  3. Immune to fear.
  4. Immune to any form of charm or mind control.
  5. Immune to any ability to read minds.
  6. Immune to being cursed.
  7. Immune to sleep.
The Master can confer these protections to others by touch. Up to four individuals can be protected so long as they touch the halfling.

Masters can create permanent magic items using Blackflame. This takes one day for a base enchantment. Another day is required for each level of any skill enhancement conferred by the item. Two days are required to grant the item the ability to perform a Blackflame spell. The Hin acquires a magical detriment for creating magic items. This detriment is equal to -25 with an additional -3 per day of the enchantment process. Here are five traditional magic items of blackflame:

  1. Armor of Blackflame. 10 days of enchantment. -35 power detriment at the end. This is a rigid but weightless suit of shining black plate armor. When worn it becomes an indistinct shifting aura of darkness. The armor provides complete protection from heat, flame, cold, or explosive attacks. The armor does not prevent damage from weapons. The armor may only be destroyed by a wish, a rod of cancellation, or a disintegrate spell. This will fit any humanoid being whose height is equal to or less than that of a Hin.
  2. Cloak of Blackflame. 6 days of enchantment. -31 power detriment at the end. This appears to be tatters of black web or silk. When worn it confers complete protection from life drains and paralysis-type effects. The cloak also foils heat-vision. The cloak may be damaged by any attack other than cold-based. It has a BF of 5. This may be repaired by a Master at a rate of 1 BF per day, at a cost of -3 power detriment per day.
  3. Blacksling. 7 days of enchantment. -32 power detriment. This item appears to be a light and whispy black sling.
  4. Sword of Blackflame. 12 days of enchantment. -37 power detriment.
  5. Dagger of Blackflame. 7 days of enchantment.
The Master also gains powers with terms of service as a Master. These powers exist within what are known to the Masters as Circles of Power.

These powers are instantly at the Master's beck and call. They may be acquired as specials for the power Magic of Blackflame.

1st Term: Gain access to first circle powers.

3rd Term: Gain access to second circle powers.

5th Term: Gain access to third circle powers.

7th Term: Gain access to fourth circle powers.

9th Term: Gain access to fifth circle powers.

11th Term: Gain access to sixth circle powers.

13th Term: Gain access to seventh circle powers.

First Circle Powers

Name of Power Split Notes
Detect Evil Duration, Volume, and Effect The ability to identify enemies and harmful enchantments
Detect Magic Duration, Volume, and Effect The ability to see the aura of magic.
Know Intent Duration, Range, Effect The ability to know the motivations of a target within range.
Locate Duration, Volume, Effect The ability to locate the relative position of a specific type of object within the volume.
Predict Weather Duration  
Purify Food and Water Duration, Area of Effect  
Radiance Duration, Volume, Effect Allows the Master to control light within the volume.
Name of Power Split Notes
Resist Cold Duration, Range, Number of recipients, Effect, The recipients gain the temporary basic condition Resist Cold at the level of effect in HP
Thornspear Duration and Effect Creates a magical weapon for the duration with a damage equal to the effect.

Second Circle Powers

Name of Power Split Notes
Charm Effect, Duration, Range, Number of Targets A number of targets think of the Hin as their best friend. This even effects animals.
Heal Wounds Effect  
Hold Duration, Number of Targets, Range, and Effect The ability to stop movement in the targets.
Obscure Duration, Volume, Effect A thick fog is created.
Remove Fear Duration, Numer of Recipients, Range, Effect The recipients gain the temporary basic condition Resist Fear at the level of effect in HP
Resist Fire Duration, Range, Number of recipients, Effect, The recipients gain the temporary basic condition Resist Fire at the level of effect in HP
Name of Power Split Notes
Sleep Duration, Number of targets, Range, and Effect The targets are put to sleep for the duration.
Speak with Animals Duration, Effect, The Hin gets the difficult MP based skill Speak with Animals at the level of effect in HP for the duration.
Water Walking Duration and Number of recipients Gives the recipients the ability to walk on water for the duration.

Third Circle Powers

Name of Power Split Notes
Cure Blindness Effect  
Cure Disease Effect Acts as a disease resitance roll after the fact.
Find Traps Duration, Volume, and Effect The ability to find traps within the volume.
Growth of Animals Duration, Range, Effect The Hin is able to change the size of an animal within range by a multiple of its current size equal to the effect.
Locate Object Duration, Volume, Effect The Hin is able to locate a specific type of object within the volume.
Produce Fire Duration, Range, Effect, The Hin is able to create magical fire.
Silence Duration, Volume, Range, and Effect The Hin can create a sphere of silence.

Fourth Circle Powers

Name of Power Split Notes
Call Lightning Effect, Duration, Range, Area of Effect Once every ten minutes for the duration the Hin may blast the area of effect within range with lightning.
Control Winds Effect, Duration, Volume The Hin can control the winds within the volume.
Detect invisible Duration, Volume, and Effect The Hin can see invisible things within the volume.
Neutralize Poison Effect Poison is neutralized by touch.
Remove Curse Effect The Hin can remove a curse by touch.
Repel Lightning Duration, Volume, Effect, Anyone within the volume is protected from lightning. The lightning will be deflected in a random direction . If the direction is into the volume it does no damage.
Speak with Animals Duration, Effect, The Hin gets the difficult MP based skill Speak with Plantts at the level of effect in HP for the duration.
Summon Animals Duration, Effect, The Hin can summon a number of HP of animals equal to the effect.
Water Breathing Duration and Number of recipients Gives the recipients the ability to breath water for the duration.

Fifth Circle Powers

Name of Power Split Notes
Dissolve Effect, Duration, Range, Volume of Effect A volume of earth and stone is transformed into liquid.
Dispel Magic Effect, Range The Hin destroy a spell or other magical effect.
Fly Duration The Hin can fly at 60 kilometers per hour.
Pass Through Thickets Duration No vegetation can prevent the Hin's passage.
Repel Nonliving Material Volume, Duration, Effect No nonliving material can enter the volume around the Master. Undead can attempt to enter, but must overcome the effect.
Summon Weather Duration and Range The hin can bring nearby weather overhead.
Web Duration, Range, Volume, and Effect The Hin can produce a sticky web that will prevent movement for the duration. These webs are flammable.

Sixth Circle Powers

Name of Power Split Notes
Animate Object Duration, Range, Effect An object of the Hin's choice becomes animate and under the Hin's control.
Barrier Duration, Volume, Range, and Effect A cloud of whirling hammers is conjured that does the effect in damage to every part of the body of anyone trying to pass through the barrier.
Insect Plague Duration, Range, Area of effect, and Effect. The area is covered by insects that do damage equal to the effect over the entire body for the duration.
Pass Plant Range The Hin can step into a plant and reappear from a similar plant within the range elsewhare.
Repel Animals Volume, Duration, Effect No animals can enter the volume around the Master. Intelligent creatures can attempt to enter, but must overcome the effect.
Raise Dead Effect The Hin can bring someone back from the dead, there is a 25 point detriment for this power.
Shout Effect and Volume The Hin lowers their PF by 1, this takes a full day to recover.

A great shout is heard within the volume. All within the volume are effected. Those who have a PF greater than the effect are stunned for one minute. Those who have a PF equal to the effect are stunned for ten minutes. If the effect is up to 3 higher than their PF, the target is unconscious for a minute, and deafened for another ten minutes. If the effect is 4-6 higher than their PF the target is unconscious for ten minutes, deafened for an hour, and is so terrified that they must flee for a full minute. If the effect is more than six higher than the PF the target is unconscious for two hours, is deafened for two hours, must flee for ten minutes in terror and confusion.

Seventh Circle Powers

Name of Power Split Notes
Animal Shape Duration The Hin becomes a true lycanthrope for the duration.
Earthgrip Duration and Effect The Master touces the target. The ground then attacks the target.

If the effect is less than 2 the target slowed to half movement and SF for ten minutes. If the effect is up to 10, the earth rises up and smites the target doing Tremendous damage. If the effect is up to 20 the earth rises up and strikes the target for Tremendous damage on the medium scale. If the effect is more than 20 the earth rises up and smites the target for tremendous damage on the Large scale.

Feeblemind Duration, range, IN reduction, and IU reduction The target has their IN and IU reduced for the duration.
Metal to Wood Area of Effect, Effect Metal is changed to wood within the volume of effect.
Plant Fist Effect, Range, Duration Plants within reach of the target kills themselves to do damage to the target.
Restore Effect Reverses the effects of life draining.
Survival Duration The Hin is immune to environmental damage.
Weather Control Duration, Volume, Effect The Hin can create weather and control existing weather within the volume of effect.